3 ms·
DRM and anti-cheat measures are different things...
by naikrovek 5y ago
DRM and anti-cheat measures are different things...
- dogma1138 5y agoThey are and also aren’t, if you don’t allow 3rd party code to interact with the client “anti-cheat” becomes much easier. To improve responsiveness and reduce lag clients today run a lot of simulations and the servers just do basic consolidation within a given time window, server side anti cheat alone is very hard to implement without degrading the user experience on the client which is why anti cheat today is so aggressive on the client side basically looking for any possible manipulation.
- BoorishBears 5y agoThey are not in this context. Anyone who actually knows the state of the art (or even just knows what DRM actually is...) realizes this. I've worked as a game networking programmer on a console title and can confidently say the most reliable protection against cheaters is DRM. DRM isn't just you can't pirate it, it's: you can't modify it, you can't deeply inspect it, you can't redefine aspects of your identity (ie. hardware bans) These are things that are nightmares for Stallmanists, but this is one case where they're perfectly matched to the use case. A console is a game playing machine primarily and sold on this premise. The only time we ever saw a deviation for that was the PS3, and they were punished when they had to walk it back. Don't expect it that again... I would not buy a console without DRM. It's practically the only benefit over PC and its wild-wild west of cheating. The lengths that console players end up going to for any sort of unfair advantage are almost comical in comparison...